Lead | ||||||
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No. | Building | Create Time | Create Cost | Effects | Garrison Units | Recruitable Units |
1 |
Lead Level 1 Village (Lead Mine) "We heat the rock, apply cold vinegar and BOOM! All the lead you can eat." |
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2 | 1200 |
100 wealth from mining (industry) (this_building) +1 growth per turn (this_province) +1 public order per turn (sanitation) (all provinces) 40 lead (this_building) +12 line of sight across borders (this_region) |
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2 |
Lead Level 2 Settlement (Trench Mine) Shallow mining is less dangerous, but also less lucrative. |
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3 | 1800 |
-1 food (this_region) 150 wealth from mining (industry) (this_building) +2 growth per turn (this_province) +2 public order per turn (sanitation) (all provinces) 80 lead (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +12 line of sight across borders (this_region) |
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3 |
Lead Level 3 Town (Shaft Mine) "Dig deeper, you dogs! You’re not done 'til I say so!" |
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5 | 2800 |
-4 food (this_region) 200 wealth from mining (industry) (this_building) +3 growth per turn (this_province) +3 public order per turn (sanitation) (all provinces) 120 lead (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +12 line of sight across borders (this_region) |
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4 |
Lead Level 4 Large Town (Sluiced Mine) Water reveals what stone conceals. |
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8 | 4300 |
-8 food (this_region) 300 wealth from mining (industry) (this_building) +5% wealth from industry (regions_in_this_province) +4 growth per turn (this_province) +4 public order per turn (sanitation) (all provinces) 160 lead (this_building) [NOT DISPLAYED] Drives the road levels between settlements (this_region) +12 line of sight across borders (this_region) |
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